- Cantrips (at will): Guidance, Sacred Flame, Thaumaturgy, Toll the Dead
- 1st-level (4 slots): Bane, Command, Divine Favor, Protection from Evil and Good, Sanctuary, Shield of Faith
- 2nd-level (3 slots): Hold Person, Magic Weapon, Silence, Spiritual Weapon
- 3rd-level (2 slots): Crusader's Mantle, Dispel Magic, Spirit Guardians
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Ritual Spells Silence(2nd)
Dagger. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft., range 20/60 ft., one target. Hit: 3(1d4) piercing damage, simple, finesse, light, thrown, range.
Mace+1. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 2(1d6) bludgeoning damage, simple.
Unarmed Strike. Melee Attack: +2 to hit, reach 5 ft., one target. Hit: 0 bludgeoning damage.
Channel Divinity: Turn Undead. As an action, The Priest presents their holy symbol and speaks a prayer censuring the undead. Each undead that can see or hear within 30 feet of them must make a Wisdom saving throw (DC 12). If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage. A turned creature must spend its turns trying to move as far away from the priest as it can, and it can’t willingly move to a space within 30 feet. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.
Two-Weapon Fighting. When the priest takes the Attack action and attacks with a light melee weapon that they`re holding in one hand, they can use a bonus action to attack with a different light melee weapon that they're holding in the other hand. They don't add their ability modifier to the damage of the bonus attack unless that modifier is negative. If either weapon has the thrown property, they can throw the weapon, instead of making a melee attack with it.
Spiritual Weapon. Spell Attack: +5 to hit, range 60 ft., one target. Hit: 5(1d8+2), D: 1m, simple, V/S.
Spells. Divine Favor(1st), Sanctuary(1st), Shield of Faith(1st), Magic Weapon(2nd), Spiritual Weapon(2nd)
War Priest. When the priest uses the Attack action, they can make one weapon attack as a bonus action. They can use this feature 2 times per long rest.
Opportunity Attack. The priest can make an opportunity attack when a hostile creature that they can see moves out of their reach. To make the opportunity attack, they use their reaction to make one melee attack against the provoking creature. The attack occurs right before the creature leaves its reach.
Description
(Generic NPC, a member of the Church of Bane with the rank of Black Gauntlet that leads a "punishment Squad" sent out to deal with anybody they think needs to be taught a lesson. From FRC-2 Curse of the Azure Bonds so this character is operating around the Moonsea and Dalelands about 1357 DR.)
The squad this character commands consists of about ten Acolytes of the rank Fist of Bane or higher. Five Fighters and five Rogue class. All are devout Banists and may, or not be connected with the Zhentarim depending on the time and politics in play when the specific scenario is set, in 1357 DR things are "complicated".
Tactics.
The fighters will engage the characters head-on in an ambush situation, while the rogues will try to circle around for backstabbing, or else remain in the back rank and throw their daggers. The leader will use Hold Person(2nd) and Silence(2nd) to harass the targets, then retreat under the cover of a Sanctuary(1st) spell if things are going against him. The ambushers will be interested in slaying the targets for their effrontery and leaving their bodies as a warning.
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